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Posted by Thomas
McGuire on May 15, 2002
Manufacturer: Creative Product:
3D
Blaster GeForce4 Ti4400
Search
for 3d
videocards prices.
Similarly
updated over the GeForce 3 is that the GeForce 4 Ti cards
(not MX or Go) feature NVIDIA’s nfinite FX II engine. The
most noticeable change over the GeForce 3 being that the
GeForce 4 Ti sports an additional programmable Vertex
Shader unit (1.1), making it essentially similar to the GPU
used in Microsoft’s Xbox. There’s also hardware support
for Pixel Shaders 1.3. Ironically enough the ATI Radeon 8500
supports Pixel Shaders 1.4, which is a more performance
oriented revision.
To
show off what nfinite FX II offers NVIDIA offer the Wolfman
demo, this uses Per-pixel anisotropic lighting using
Pixel Shaders & Matrix palette skinning using
Vertex Shaders of the GeForce 4 Ti. Here’s a
screenshot of this demo in action with 4X FSAA (Click on the
image for the full-screen version).

As
can be seen the model looks rather lovely & NVIDIA
states that as regards lighting of the model - Individual
hairs react to the light based on orientation of the light
& structure of hair. This occurs on a per-pixel basis.
For more close up images they can be downloaded at NVIDIA.
The
GeForce 4 Ti (& MX & Go) introduce Accuview
Anti-Aliasing, NVIDIA’s latest Anti-Aliasing
implementation, seemingly the main changes over that offered
in the GeForce 3 is that of improved performance, modified
sample patterns in 2x & Quincunx FSAA & the
additional 4xS FSAA mode. As
regards performance improvement, one of the main reasons for
this is the greatly improved memory bandwidth. As
regards the modified sampling patterns in 2x & Quincunx
FSAA NVIDIA offers the following diagrams to illustrate it.
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HRAA
(GeForce 3) 2x & Quincunx Sampling patterns
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Accuview
(GeForce 4) 2x & Quincunx Sampling patterns
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By
shifting the subpixel sample positions in Accuview 2x &
Quincunx FSAA on the GeForce 4 it should generally result in
better 2x & Quincunx FSAA image quality than on the
GeForce 3 as the new sampling locations will lead to less
noticeable visual errors (The previous GeForce 3 method
could result in more apparent FSAA errors). The images
beneath show the effect of each of the FSAA modes available
in Combat Flight Simulator 2, click on an image for the
full-screen version.
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No
FSAA
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2x
FSAA
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Quincunx
FSAA
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4x
FSAA
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4xS
FSAA
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Rather
than state the obvious like each increasingly greater FSAA
level offers better image smoothing (which they do) it’s
worth noticing only 4xS offers improved
texture detail also and looks really good, with even finer
detail than with FSAA disabled. Quincunx FSAA appears
rather bizarre and I can’t honestly say I’ve really seen
it make an image appear like this in other games, so it may
just be an oddity with this particular game. FSAA also
provides a remedy to a good deal of texture aliasing which
you may otherwise experience with it disabled, e.g.
texture shimmering (A lot of you out there into flight
simulators will no doubt appreciate this).
Performance
wise FSAA runs well on the GeForce 4 Ti 4400, mainly due to
the 128MB memory available on the card, though my system is
CPU limited enough for this graphics card, 2x & Quincunx
FSAA run with very little performance hit, as the benchmarks
reveal. 4x & 4xS do take a greater toll though.
So
you want high performance FSAA but also want more detail
textures? You’re in luck then with the GeForce 4 Ti…
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